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Everything posted by ShinsoBEAM
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Okay his IAD bullshit got weaker(it needed to), but his ground strings are no longer filled with you can totally IB and 360A/throw this, especially with Tager's throws getting buffed. Basically its alot more straightforward, before your best option for punishing carl, was any time he attempted anything even resembling a ground string or trying to invun though his j.2C. Now him being in the air against Tager isn't as good, but he feels alot more solid when his feet are planted on the ground. Plus its not like you can't bait 2C and punish us. Regardless it feels different from CT.
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dragarerasdfaserajkdsfjkla stupid double post.
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I don't know what your talking about this match feels a good bit different from CT, mainly Carl can start and continue pressure a lot easier and safer(the neutral game was the same though). Also you don't sledge though nee-san as much anymore. It does feel kinda similar though but what both of you do is alot safer. Also remember nee-sans spinning attack is only low on the first hit. j.2C is no longer overhead either, but due to Tager's tall hit box you can still screw up Carl's mixup sometimes by standing up in the middle of a block string. Basically as Tager in this match you gotta block more and longer, but once you get your pressure started just like CT you can't let up, use that RC to keep it going.
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BB has a weight system too, but yeah your completely right otherwise. Basically play them both they are different games entirely.
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This is what I believe, but sometimes your only option is to block and be patient and wait for your chance. Also situation you can't do anything cursed tager in CT, XD. Your boned unless they get careless get to close and you can hit them with burst, or 6A+B, but they don't need to take that risk.
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Maybe thats why, when I lose to someone mashing out I blame myself for not being good enough baiting it properly. I also try to put a good bit of focus into baiting and punishing random IBs.
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Yeah but some of things he is doing don't make me thing he is doing that. I know very well rush down carl has alot of problems against Tager, but still even for rushdown carl he has more options that what that guy was doing I didn't see any flashy placement or blockstrings just bad ones, or spamming of j.2C~14C which alot of carls like to seem to do when trolling.
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Really good, basically anything you do is going to give you a fuck ton of meter. Our CT bang hasn't gotten much time on CS yet, speaking of which I havn't gotten as much as I want either *sigh*. But honestly the matchup doesn't seem that different so far from the tager end, except now bang does more damage and tager does less...
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This isn't true man. Tager has butloads of health that unless they use the trick which I have seen very few carls can do. Nee-san dies before you do. Also if you catch them using the trick you have a very tight timing to break out of the trap. Don't forget you have burst, also if nee-san is like at 1/2 health even with the trick she dies first. I know that carl match offline, in CT so much of his shit is punishable on reaction you really gotta get a handle for it, Im not really sure how it works offline. CS is weird because carl's shit is a ton safer in CS, bug he no longer has the crazy clap loop to be terrified of, and tager is better/faster now too so. Also lol at the carl doing 5BB on tager, that shit is so unsafe . Alot more shit wrong than that, I would have to say my carl is probably better than that , and I think my carl sucks.
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Its hard for me to win because the people I play with have been playing for years and I have been only playing(against good players) for like 6months . Ahh and zappa is mid I think ohh well, point stands.
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I also don't get the bang hate, so far he seems to be somewhat enjoyable to fight, Ragna/Litchi are far more annoying for me at least. Kinda like how Carl was a much more enjoyable fight then arakune or something for Tager in CT.
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Yeah this in CS top tier doesn't feel broke, they just feel top tier.
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Get rid of that in America part, wasn't it last year 2nd place at SBO was a team of Johnny(worst)/Bridget(low)/Dizzy(low) or something.
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Guide for People Coming from SF to New-School Fighters, Part 1
ShinsoBEAM replied to tataki's topic in Beginner Mode
You should of linked a kohaku/hisui, blockstring those things last for 20-30seconds :/ easy. -
Anji is fairly straight forward, just go for knockdown and get good at his oki, the main issue with the game is that the engine is difficult, but if you already know GG very well some characters like Anji can be picked up fairly quickly.
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Yep spark, j.A,delay j.D(so it would hit at the last moment, but they probably teched instead), land 720, or land, 2C,623C. Its a gimmicky setup but like nobody online has really seen it so it catches alot of people off guard. Also who neutral techs and does jump out into a held 720
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This I am honestly more scared of litchi then I am bang right now.
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Her blockstrings are still nasty but not as good as before(no more block string infinite), and unlike before now when you take the gamble its not, take 6k damage or get out or deal 4-5k back, its now take 2-3k damage or deal 3-5k back
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Okay if you are talking about AC, fallover, drive, AC, the answer is just don't tech,just don't tech and you will be fine. AC, fallover, j.D is a bit scarier, but w/e. If you are talking about what do you do after getting pulled up by gadget, its a mixup, for bang I would recommend, 5A(Loses to 360/720, and 5A, beats other stuff*) , jumping forward(Loses to meaty/Physic collider, beats otherstuff) , backdashing(LOSES TO 720!!!, and some meaties/waiting, beats 360 and some other meaties), just blocking(loses to 360/720)
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edit: Beaten edit2:ohh well here is something a bit more indepth http://www.insertcredit.com/wiki/doku.php?id=fighting_game_move_notation
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2:55 always hold down the 720C.
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It was brought up earlier,all a point blank charge covers is a random DP(with no meter) and a random burst...backdash does both of these, but it additionally punish's random DPs with meter(can't RC a whiff), its also alot trickier for them to punish you if they decide to just stand up. The only time I could see you doing a charge close range, is to punish someone bursting during your combo. A fancy charge thing that is useful, is when you do 2C(CH), 5C,6A,2C,collider or whatever you do, you can do 2C(CH),charge,5C,6A,2C,collider...whatever, it can be useful to build a bit more spark meter.
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Yeah the Voltic charge, you could just block/backdash instead...that is why its bad, your adding unnecessary risk for little reward. Plus its not immune to lows, so if you try it and they don't do anything panicy, they will just low poke you into combo.
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This is a bad idea don't do this. But yeah jumping 720s are still good later.
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Rule of thumb if you can get it to plug in you can get it working somehow someway. Too heavy is a stupid complain too large is more valid, but they still got nothing on those new Hori's coming out.